I've added a ball search which will fire the VUK if no switches are detected after 30 seconds, and will keep kicking every 5 seconds.
In last nights case, the VUK switch goofed up and just sat there. In the real world if this happens, it will kick out and the game will still work. But, if that switch really is bad, you simply won't be able to start any main modes. I'll add a audit item for operators so they can see if its being fired.
There was a bunch of stuff that wasn't shown that you'll have to discover.
I do have more plans for adding depth to other modes related to the upper playfield. In fact, there are already a couple in there that are hidden.